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notbobby125



Joined: Feb 28, 2013

Post   Posted: Oct 22, 2014 - 07:22 Reply with quote Back to top

Background: It has been a long standing rule of blood bowl, wizards could not play. They had long been a part of it, influencing matches with a well timed fire ball or lighting from the Heavens, or sitting on the sidelines healing/bringing players back from the dead. The weak old masters were happy to be out of the carnage of the fields. Yet, a new generation of magic users in training came to the field.

These schooled hooligans, bored with classes and wishing for quick fame and fortune, started to form college level teams. They gained moderate popularity, but this only gave the players a desire for more. However, a loophole was found, only mages with certification of their mastery of magic were strictly forbidden (the same loophole is what had allowed Vampires to play on the pitch). Teams started to drop out in droves, leaving their magical education half finished, even though that same education had left the players physically unfit. After a few hugely crowd pleasing games, the official rules board allowed them to keep playing, so long as their magic wasn't too obvious.

These teams provided interesting challenges, using spells to slip around the battlefield, disable their enemies, teleport around, summoning spirits of the forest/horrific undead creations/ or just blowing up sections of their opposition. When the magic worked correctly, at any rate.

Special rule: Choose between three Lores of magic, Life, Nercromancy, and Chaos. The Lore will change what Big Guy the team has access to, and give a bonus to the team.

Lore of Life: Give all positional players Thick Skull*. Can summon Giant Willow.

Lore of Necromancy: Team gains a Necromancer who turns all killed enemies into a decayed zombie. Can Summon an Abomination of Flesh.

Lore of Chaos: All players gain mutation access on doubles and Thrall. Can summon a Chaos Spawn.

Kapapa Liners: 0-16 6/2/4/7 AP/GS 40K

Fireballers: 0-2 6/3/3/7 Bombadier**, Secret Weapon GA/SP 50K

Teleporters: 0-2 6/3/4/7 Leap*** GAP/S 80K

Stunners: 0-4 6/3/4/7 Hypontic Gaze, Tackle GAP/S 90K

Ancient Willow: 0-1 4/5/1/10 Take Root, Loner, Tentacles, Stand Firm, Mighty Blow S/GAP 120K

Abomination of Flesh: 5/5/1/8 Really Stupid, Decay, Prehensile Tail, Foul Appearance, Extra Arms, Two Heads, Disturbing Presence, Mighty Blow S/GAP 120K

Spawn of Chaos: 5/5/2/9 Bloodlust, Wild Animal, Frenzy, Claw, Regeneration, No Hands S/GAP 120K

Decayed Corpse: 5/3/2/7 Decay G/SAP 30K* May not be purchased, only gained via killed players.

Apoth: Yes.

Rerolls: 60K

Rational:

I have heard (mostly via reading TVtropes) that magic in much of Warhammer's world has been organized and taught in schools to those who can wield it. My thought process was "what if these worked like normal colleges, and a bunch of drunk frat wizards decided to make blood bowl teams?" The 4 agility represents magical ability (except on the Fireballers, for balance reasons), much like it does with Vampires. However, a life of using magic has caused the base players to be phyically weaker than your average person, so the linemen have strength 2. I also went further, blocking them from taking general skill access, which is mostly related to combat skills like blocking and tackling, so I gave them passing access instead.

I seperated the teams into three schools just to help show that magic is pretty diverse in this universe, and to give variety to the team.

Fireballers are just wizards who throw around fire balls, but are far from mastering the skill. Also, no passing access just to prevent them from easily becoming a Hail Mary Passing artillery piece.

Teleporters are players who can briefly go etheral, but aren't able to do it perfectly (say, going back to solid a few feet above the ground, or with part of your foot blow the dirt).

Stunners are the closest this team has to blitzers. They have spells to daze and trip up the opposition (thus, Tackle and Hypontic Gaze).

The Ancient Willow is a large and old dryad the teams following the Lore of Life "charmed" into service. It is rather resentful of that fact (thus loner) and is old enough that it risks rooting itself to the ground.

The Abomination of Flesh is a bunch of bodies sitched together into a mass of skin and bone that can vaguely follow directions and is at the constant risk of falling apart. Extra Arms and Extra Head are just their for fluff reasons, not that either are particularly helpful.

The Chaos Spawn is a wild monster summoned from the Warp, only barely controlled by it's summoners, just attacking the enemy and allies (or the audience) when the summoners control slips.
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